There is not a single occurrence of the float 1 in the whole thing. That is a flag

Ah, thats what are you talking about! No, nothing is encrypted here.

It seems you only reversed simple animations before. Because no serious animation engine will use plain floats. They use 8/16 or variable-bit integers. Like for one bone it can be 14-bit x,y,z , for next bone it will be 17-bit x,y,z and so on.

I did do one with half floats but 14-bit is new to me 17-bit is even strangerWhat type of bits does MGSV use?I think I can re-purpose my half-float reader for this.

What type of bits does MGSV use?I think I can re-purpose my half-float reader for this.

As I said, they use VARIABLE bits. I mean it. For one bone it can be 14-bit, for next bone it will be 17-bit. Number of bits used for each bone track is recorded in bone description structure inside of each anim.

What type of bits does MGSV use?I think I can re-purpose my half-float reader for this.

As I said, they use VARIABLE bits. I mean it. For one bone it can be 14-bit, for next bone it will be 17-bit. Number of bits used for each bone track is recorded in bone description structure inside of each anim.

Thank you so much. I think I can apply this to a bunch of other games I have been stumped onFor anyone looking for info on variable bit floats look here Riot Games example

Hello there and thank you for this tool \o/Unfortunately i'm getting this error when trying to open 3 out of 4 executables (only one seems to be working/not crashing is mgs5_pp_cutscene), can't really understand what's the problem~I think the error can be translated like"Exception not handled: System.IO.EndOfStreamException: impossible reading outside the end of stream"

Hello there and thank you for this tool \o/Unfortunately i'm getting this error

You are prob. trying to export anims using PP FMLD file. This will not work, because tool expects bone names to be there, and they are only in GZ files. You currently need GZ human model for it to work.

Hello there and thank you for this tool \o/Unfortunately i'm getting this error

You are prob. trying to export anims using PP FMLD file. This will not work, because tool expects bone names to be there, and they are only in GZ files. You currently need GZ human model for it to work.

Ohh, i thought that this

Quote:

For Phantom Pain also use the same GZ model, because the skeleton is the same, and it has bone names.

meant "also" and not "must", infact i used .fmdl file from PP.Well, thank you for clarifying

Don't append it to target. Make it "create new armature". Also note that the model is usually many times bigger than required for animation. Depending on the export you're using it may be 34 or some other scale. You need to scale them to same size before connecting model to skeleton.

Could someone please provide some files so I can test here?? If not ask a lot I would like some files (templates and animations) so I can test before having to buy and install a game I already have on the console. Thank you very much for the attention, I am waiting for answers ...

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